Tag Properties
标签属性
You can assign a material to the Material tag by dragging the material from the Material Manager and dropping it into this box. If multiple Texture tags are selected, the material will be applied to all of them. If you click the triangle button next to the material box, a menu will appear with the following commands:
您可以通过将材质从材质管理器拖放到这个框中来为材质标签分配一个材质。如果选择多个纹理标签,材质将应用于所有的纹理标签。如果你点击材质框旁边的三角形按钮,会出现一个菜单,包含以下命令:
This field can be animated to morph materials, i.e., blend stepplessly from one material to another.
该领域可以动画变形材质,即,混合无序从一种材质到另一种。
安全
Removes the Material tag’s material.
删除 Material 标签的材质。
显示在管理器
Displays the Material tag’s material in the Material Manager.
在材质管理器中显示材质标签的材质。
选择元素
Selects the Material tag’s material in the Material Manager.
在材质管理器中选择材质标签的材质。
选择
Selection enables you to use different materials on different parts of the same object. This is a convenient way to add, for example, labels to objects. First of all you need a Selection tag. You can also enter a name (Selection tag’s Basic tab) by simply dragging the tag into this field.
选择使您能够在同一个对象的不同部分上使用不同的材质。这是向对象添加标签的方便方法,例如。首先,您需要一个 Selection 标记。您还可以通过简单地将标记拖动到这个字段中来输入一个名称(Selection 标记的 Basic 选项卡)。
This function works hierarchically, which means a Material tag with a defined Selection field projects the material onto all Child objects with a corresponding Selection tag.
这个函数以层次结构的方式工作,这意味着一个带有已定义的 Selection 字段的 Material 标记将材质投影到带有相应 Selection 标记的所有 Child 对象上。
You can read more regarding selections here.
你可以在这里阅读更多关于选择的内容。
Note also the hidden selections of specific Generators (e.g., Extrude object, MoText, etc) as described here, for example.
还要注意这里描述的特定生成器的隐藏选项(例如,挤出对象、 MoText 等)。
投影
The Offset and Length settings define the position and size of the texture in the X and Y directions on the texture envelope. For example, if Length X and Length Y are both set to 100%, the texture covers the envelope completely.
偏移量和长度设置定义了纹理在纹理信封的 x 和 y 方向上的位置和大小。例如,如果长度 x 和长度 y 都设置为100% ,则纹理将完全覆盖信封。
球形的
Spherical mapping projects the texture onto the object in a spherical form.
球面映射将纹理投射到球面形状的物体上。
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Spherical projection is rarely suitable for flat objects. There is distortion with cylindrical objects also.
球面投影很少适用于平面物体,圆柱形物体也会产生畸变。
圆柱形
This mapping type projects the texture onto the object in a cylindrical shape.
这种映射类型将纹理投影到圆柱形的对象上。
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Cylindrical projection is rarely suitable for flat objects. It also leads to distortion when used with spherical objects. When Cylindrical is applied to a cylinder, notice how the pixels near the top and bottom of the texture map are pulled inwards on the caps. You should apply separate textures to the caps.
圆柱投影很少适用于平面物体。当使用球形物体时,它也会导致扭曲。当柱面应用到圆柱体上时,注意纹理贴图顶部和底部附近的像素是如何向内拉向帽顶的。你应该在帽子上应用不同的纹理。
单位
Flat mapping projects the texture onto the object in a planar direction.
平面映射将纹理以平面方向投影到对象上。
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Flat projection tends to be used with flat objects only. The texture is soon distorted when applied to a sphere or cylinder, as the examples demonstrate.
平面投影往往只用于平面物体。纹理很快就会扭曲,当应用到一个球体或圆柱体,正如示例所示。
立方体
Cubic mapping projects the texture onto all six sides of a texture cube.
立体映射将纹理投影到纹理立方体的所有六个面上。
额叶
The texture is projected from the camera position onto the object. This ensures that, it you project the texture onto a Polygon object and onto a Background object, the two textures match exactly (assuming the Material tags for both objects use the same Offset and Length values).
纹理从摄像机的位置投射到物体上。这可以确保,如果将纹理投影到 Polygon 对象和 Background 对象上,两个纹理完全匹配(假设两个对象的 Material 标记使用相同的偏移量和长度值)。
You can create various visual effects using Frontal mapping, or perform compositing tricks directly in Cinema 4D.
你可以使用正面映射创建各种视觉效果,或者直接在 Cinema 4D 中执行合成技巧。
You have probably seen science fiction films where characters or spaceships gradually blend into the background using cloaking. Use Frontal mapping for such effects. For another interesting effect, remove the Background object and move the polygon around!
你可能看过一些科幻电影,里面的人物或者宇宙飞船使用伪装逐渐融入背景。使用额叶映射来达到这种效果。另一个有趣的效果,删除背景对象和移动多边形周围!
空间
Spatial mapping is similar to Flat projection. However, with Spatial mapping, the texture is pulled up and to the left as it passes through the object.
空间映射类似于平面投影。然而,使用 Spatial 映射,纹理在穿过对象时被拉向左边。
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Spatial mapping does, however, cause some distortion and as such it is not suitable for photographic images. Spatial mapping is more suitable for structural textures, such as plaster and marble.
然而,空间映射确实会引起一些失真,因此不适用于摄影图像。空间映射更适合于结构纹理,如灰泥和大理石。
If an object has UVW coordinates, you can select them as the projection type. In this case, the texture
geometry is fixed to the object surface and is subject to all subsequent movement and deformation applied to
the object. UV projection is explained in the
如果对象具有 UVW 坐标,则可以选择它们作为投影类型。在这种情况下,纹理几何是固定的对象表面,并受制于所有随后的运动和变形应用到对象。UV 投影在 UV 编辑菜单中有解释。
An example of UVW mapping is the page of a book as it is being turned. First you must fix the texture (e.g., ornate text and a pretty picture) to the page using UVW mapping. Next, animate the turn of the page with a deformation. The texture bends with the page.
UVW 映射的一个例子是翻开书时的页面。首先,必须使用 UVW 映射将纹理(例如,华丽的文本和漂亮的图片)修复到页面。接下来,使页面的翻转产生动画效果。纹理会随着页面的变化而变化。
All of Cinema 4D’s primitive objects and Generator objects have UVW coordinates. If you apply a new texture to these objects, the projection type in the Material tag will default to UVW mapping.
所有Cinema 4d 的原始对象和生成器对象都有 UVW 坐标。如果对这些对象应用新的纹理,Material 标记中的投影类型将默认为 UVW 映射。
All Polygon objects with UVW coordinates have a UVW tag in the Object Manager.
所有带 UVW 坐标的多边形对象在对象管理器中都有一个 UVW 标记。
Primitive objects and Generator objects have internal UVW coordinates and do not have a UVW tag in the Object Manager. You can still use UVW mapping with these objects. If you convert a Primitive object or Generators to a Polygon object, a UVW tag will appear in the Object Manager.
原始对象和 Generator 对象具有内部 UVW 坐标,并且在 Object Manager 中没有 UVW 标记。您仍然可以对这些对象使用 UVW 映射。如果将原始对象或生成器转换为多边形对象,则 UVW 标记将出现在对象管理器中。
You may be wondering why there are three coordinates (UVW).
您可能想知道为什么有三个坐标(UVW)。
What’s the third coordinate for?
第三个坐标是什么?
Conventional textures have two coordinates, one for the horizontal position (X) and one for the vertical position (Y). In order to make it clear that the coordinates refer to a texture, X is renamed U and Y is renamed V. Two coordinates (U and V) would be sufficient were it not for 3D shaders. These are three dimensional textures and as such they require a third coordinate (W) in order to be fixed to the object.
传统的纹理有两个坐标,一个是水平位置(x) ,一个是垂直位置(y)。为了清楚地表明坐标指纹理,x 被重命名为 u,y 被重命名为 v。如果不是3D 着色器,两个坐标(u 和 v)就足够了。这些是三维纹理,因此他们需要第三个坐标(w) ,以便固定到对象。
More than one UVW texture geometry
多个 UVW 纹理几何体
You can apply more than one UVW texture geometry to an object. Create a new Material tag for the object, then set the projection you require, such as Flat mapping for a label texture. Next, create new UVW coordinates for the active texture by choosing Generate UVW Coordinates from the Object Manager’s Texture menu. The selected Material tag will be set to UVW mapping and will then deform together with the object.
您可以对一个对象应用多个 UVW 纹理几何图形。为对象创建一个新的 Material 标记,然后设置所需的投影,例如标签纹理的 Flat mapping。接下来,从对象管理器的纹理菜单中选择 Generate UVW Coordinates,为活动纹理创建新的 UVW 坐标。选定的材质标签将被设置为 UVW 映射,然后与对象一起变形。
A new UVW tag is added to the existing ones each time you call Generate UVW Coordinates. A Material tag (UVW mapping selected) always uses the UVW map directly to its right in the Object Manager. This allows you to assign different UVW maps to different Material tags. If there is no UVW tag to the right of the Material tag, then the first UVW tag will be used.
每次调用 generateuvw 坐标时,都会在现有的标记中添加一个新的 UVW 标记。Material 标记(选择 UVW 映射)总是使用 UVW 映射直接到对象管理器中的右侧。这允许您为不同的 Material 标记分配不同的 UVW 映射。如果在 Material 标记的右侧没有 UVW 标记,那么将使用第一个 UVW 标记。
The structure of UVW coordinates
UVW 坐标系的结构
What is the structure of UVW coordinates? Imagine a grid divided into a U direction and a V direction (see Figure 1, below).
UVW 坐标的结构是什么?想象一个分为 u 方向和 v 方向的网格(参见下面的图1)。
The UV range starts at 0, 0 and ends at 1, 1. For an upright polygon, 0, 0 describes the bottom left; 0, 1 the top left; 1, 0 the bottom right and 1, 1 the top right. A texture is stretched out between these four coordinates (Figure 2).
紫外线辐射范围从0到1,1。对于一个直立的多边形,0,0表示左下角; 0,1表示左上角; 1,0表示右下角,1,1表示右上角。纹理在这四个坐标之间展开(图2)。
But where is the W coordinate in this system? Recall that conventional textures are two-dimensional — the W coordinate is created only when needed. Once created, the W coordinate behaves in the same way as the UV coordinates.
但是在这个系统中 w 坐标在哪里呢?回想一下,传统的纹理是二维的ー w 坐标只在需要的时候创建。一旦创建,w 坐标的行为方式与 UV 坐标相同。
选择性 UVW 映射
Cinema 4D has two ways of allocating texture projections to polygon selections (rather than to the whole object as described above). The first method is described below. See above for details on the second method.
Cinema 4D 有两种方法将纹理投影分配给多边形选择(而不是上面描述的整个对象)。第一种方法描述如下。有关第二种方法的详细信息,请参阅上文。
Selective UVW mapping allows you to apply a different projection type to several regions of the object using the same texture geometry.
选择性 UVW 映射允许您使用相同的纹理几何体将不同的投影类型应用到对象的多个区域。
按照以下步骤进行:
The selected polygons use Flat projection while the unselected polygons continue to use the normal UVW mapping. If you deform the object, the texture remains fixed in the selected region.
选定的多边形使用平面投影,而未选定的多边形继续使用普通 UVW 映射。如果你改变对象的形状,纹理仍然是固定在选定的区域。
收缩包装
With this projection type, the center of the texture is fixed to the north pole of a sphere and the rest of the texture is stretched over it. The advantage of this mapping type is that the texture meets itself at the south pole only. This avoids a seam running between the poles. Only a circular section of the texture is used, with the center of the circle corresponding to the center of the picture. The remainder of the picture is discarded.
使用这种投影类型,纹理的中心固定在一个球体的北极,纹理的其余部分延伸到它上面。这种映射类型的优点是纹理只在南极接触到它自己。这样可以避免两极之间的接缝。只使用纹理的圆形部分,圆的中心对应于图片的中心。图片的其余部分被丢弃。
投影显示
Use this setting to define how the projection assistance display, which can be adjusted in the Viewport, should be displayed in the Viewport:
使用这个设置来定义可以在 Viewport 调整的投影辅助显示应该如何在 Viewport 中显示:
A grid will always be displayed if Projection is set to Frontal Mapping.
如果将 Projection 设置为 Frontal Mapping,则始终显示一个网格。
相机测绘
With camera mapping, the texture is projected from the camera onto the object.
通过相机映射,纹理从相机投影到物体上。
Tip: 提示:Suppose you want to use a photo and have it interact with your models. For example, perhaps you want a 3D figure to walk behind some of the objects in the photo! Camera mapping can help you to pull off these kinds of tricks.
假设你想使用一张照片,并让它与你的模特互动。例如,也许你想要一个3D 人物走在照片中的一些物体后面!相机映射可以帮助你实现这些技巧。
First, load the photo into the Color channel of a new material. Apply the material to the object with camera mapping. For this, you will need a camera for projecting the material onto the object. Switch on this camera for the viewport (viewport: Cameras / Use Camera / Camera XXX).
首先,将照片加载到一个新材质的色彩通道中。使用相机映射将材质应用到物体上。为此,你将需要一个照相机投影材质到对象上。打开这个相机的视口(视口: 照相机/使用照相机/照相机 XXX)。
Now reconstruct (model) any objects in the real picture that the figure (or other objects) will need to pass behind.
现在重建(建模)图形(或其他对象)将需要传递到后面的真实图片中的任何对象。
For example, if you want a 3D figure to walk behind a crate in the photo, build the crate in 3D (it can be very simple — it is just a screen for the crate texture). Next, project the background texture onto the reconstructed objects (e.g., the crate) using camera mapping. Now your figure can walk behind the crate!.
例如,如果你想让一个3D 人物走在照片中的一个板条箱后面,可以用3D 来构建板条箱(它可以非常简单ー它只是一个板条箱纹理的屏幕)。接下来,使用相机映射将背景纹理投影到重建的对象(例如,板条箱)上。现在你的身影可以走在板条箱后面了!.
Keep the limitations of camera mapping in mind. For example, you cannot rotate a full 记住相机映射的局限性。例如,不能旋转一个完整的360° 360 ° around a building. The photo is usually already distorted by perspective so, at certain angles, you will get a distortion of a distortion and poor texture quality. 围绕着一座建筑。照片通常已经被透视变形了,所以,在某些角度,你会得到一个失真和质量差的纹理侧面
Example:
例子:
Suppose you project a texture onto a tube with Flat mapping. If you move the camera around to look at the other side of the surface, you will still see the texture, but it will be the wrong way round. You can solve this problem by using a decal — a material that is projected on one side of the surface only.
假设您使用 Flat 映射将纹理投影到一个管上。如果你移动相机来观察表面的另一面,你仍然可以看到纹理,但是纹理的方向是错误的。你可以用贴花纸来解决这个问题,这种材质只能投影在表面的一侧。
The direction of the surface Normals for each polygon plays a pivotal role in deciding on which side the texture is mapped. Front is in the direction of the surface Normals and Back means in the opposite direction to the surface Normals (see Figure 1).
在决定纹理映射到哪一边时,每个多边形的表面法线的方向起着至关重要的作用。前面的方向是表面法线,后面的方向是表面法线的相反方向(见图1)。
With Flat projection, a texture is projected from the front through to the back of an object. As a result, the texture is also visible where it is not wanted — in this case, on the front as well as on the back of the tube (Figure 2).
使用平面投影,纹理从物体的正面投影到背面。结果,纹理在不需要的地方也是可见的ー在这种情况下,在管子的正面和背面都是可见的(图2)。
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You can avoid such problems with decal mapping. Change Side from Both to Front. Now render the tube again. This time the label is visible on the front side only (Figure 3). If the viewing angle (i.e. the camera angle) and the surface normal form an angle of less than 90° to each other, the polygon is a front polygon. Otherwise, it is a back polygon (Figure 4).
贴花贴图可以避免这些问题。将两侧改为前侧。现在再渲染一遍管子。这次标签只在正面可见(图3)。如果视角(即摄像机角度)和表面法线形成的角度相互小于90 ° ,则该多边形为前面多边形。否则,它是一个背面多边形(图4)。
The only exceptions are for Flat and Spatial mapping. Here there is an additional criterion: the direction of the texture projection’s Z axis. If the texture’s Z axis points in the opposite direction to the surface normal and if the viewing angle and surface normal form an angle of less than 90° to each other, the polygon is a front polygon; otherwise, it is a back polygon.
惟一的例外是 Flat 和 Spatial 映射。这里有一个额外的标准: 纹理投影的 z 轴方向。如果纹理的 z 轴指向与表面法线相反的方向,如果视角和表面法线之间的角度小于90 ° ,则该多边形为前面多边形; 否则,该多边形为后面多边形。
两者都有
The texture is projected onto the front and back of each polygon, regardless of which mapping type is selected.
纹理投影到每个多边形的前面和后面,不管选择哪种映射类型。
前线
You will see the texture where the surface Normals point towards the camera. Otherwise, the material is invisible.
你会看到表面法线指向相机的纹理,否则,材质是不可见的。
回来
You will see the texture only where the surface Normals point in the opposite direction to the camera. The material is otherwise invisible.
你只会看到表面法线指向相机相反方向的纹理。这种材质在其他方面是看不见的。
属性管理器设置
相机
Drag the camera that should project the texture into this box.
拖动应该将纹理投影到此框中的相机。
电影方面[0.01. . 10000]
Defines the aspect ratio of the projected texture. This will be defined automatically when Projection Man is used or when you click on the Calculate button.
定义投影纹理的长宽比。这将自动定义当数字绘景被使用或当您点击计算按钮。
The
选择菜单提供了一系列预定义的电影格式。
像素外观[0.01. . 10000]
If the pixel aspect ratio of the image is not 1:1, enter the ratio here. Note that the ratio will always be set
to 1:1 when you click the Calculate button, because pixel aspect ratio information is not stored in bitmaps.
The
如果图像的像素宽高比不是1:1,请在此处输入宽高比。请注意,当您单击 Calculate 按钮时,比例总是设置为1:1,因为像素纵横比信息不存储在位图中。选择菜单提供了预定义的像素格式列表。
计算
Clicking on this button sets the Film Aspect and Pixel Aspect (this always 1:1) values to the size of the bitmap. To render the scene the same size as the bitmap, set the Resolution in the render settings (Output tab) to the same size as the bitmap.
点击这个按钮设置胶片方面和像素方面(总是1:1)的值为位图的大小。若要渲染场景的大小与位图相同,请将渲染设置中的分辨率(Output 选项卡)设置为与位图相同的大小。
Offset U[-∞..+∞%]
Offset V[-∞..+∞%]
Length U[-∞..+∞%]
Length V[-∞..+∞%]
偏移量 u [-∞ . . + ∞% ]偏移量 v [-∞ . . + ∞% ]长度 u [-∞ . . + ∞% ]长度 v [-∞ . + ∞% ]
The Offset and Length settings define the position and size of the texture in the U and V directions on the texture envelope. For example, if Length U and Length V are both set to 100%, the texture covers the envelope completely
偏移量和长度设置定义了纹理在纹理信封的 u 和 v 方向上的位置和大小。例如,如果长度 u 和长度 v 都设置为100% ,则纹理将完全覆盖信封
Tiles U[-∞..+∞]
Tiles V[-∞..+∞]
Tiles u [-∞ . . + ∞] Tiles v [-∞ . . + ∞]
The Tiles values are the number of times the texture fits onto the texture envelope in the U and V directions (Length U and Length V).
Tiles 值是纹理在 u 和 v 方向(长度 u 和长度 v)贴合到纹理包络上的次数。
Isn’t that the same as changing the length?
这不是和改变长度一样吗?
Exactly. You can change the length either in terms of tiles (Tiles U, Tiles V) or as a percentage of the texture envelope (Length U, Length V). Either way, changing one will cause the other to change. Note that the texture will only be repeated (tiled) if the Tile option is enabled.
没错。您可以根据贴片(Tiles u,Tiles v)或纹理信封(Length u,Length v)的百分比来更改长度。无论哪种方式,改变一个都会导致另一个的改变。请注意,只有在激活了 Tile 选项的情况下,纹理才会重复(平铺)。
Cinema 4D calculates the size of an individual tile from the current texture size. For example, if you have scaled the texture so that it has a length of 25% in the U direction and 50% in the V direction, the texture fits four times in the U direction (1, 0.25) and twice in the V direction (1, 0.5) on the surface. If you change the Tile U or Tile V settings, the Length settings change automatically. For example, if you change the number to 3, the texture shrinks from 50% to 33.33%.
Cinema 4D 根据当前的纹理大小计算单个瓷砖的大小。例如,如果你缩放了纹理,使其在 u 方向的长度为25% ,在 v 方向的长度为50% ,那么纹理在 u 方向(1,0.25)适合四次,在表面的 v 方向(1,0.5)适合两次。如果您更改了 Tile u 或 Tile v 设置,那么 Length 设置将自动更改。例如,如果您将数字更改为3,纹理将从50% 缩小到33.33% 。
Repetitions U[0..100000]
Repetitions V[0..100000]
重复 u [0.100000]重复 v [0.100000]
If you define the tile size via the Tiles U/V values you can use the Repetition values to define how often tiling should repeat in all directions.
如果您通过 Tiles U/V 值定义瓷砖大小,您可以使用 Repetition 值来定义在所有方向上重复瓷砖的频率。
瓷砖
If this option is enabled, the texture picture will be repeated endlessly on the surface.
如果启用此选项,则纹理图片将在表面上不断重复。
The effect becomes visible when you scale down the texture or when the texture geometry has not yet been fitted to the object using the Fit To Object command. Otherwise, the texture map fills the texture geometry once.
当你缩小纹理,或者纹理几何体还没有适合对象时,使用 Fit To Object 命令,效果变得可见。否则,纹理贴图只填充一次纹理几何图形。
If this option is disabled, the texture map will not be repeated on the surface. Any materials that are underneath will show through in the parts not covered by the texture tile.
如果禁用此选项,则不会在表面上重复纹理映射。任何在下面的材质都会在未被纹理贴片覆盖的部分显示出来。
Tip: 提示:无缝的
If the Seamless option is enabled, tiles are mirrored to prevent visible seams. However, this sometimes leads to a butterfly effect (similar to an inkblot/Rorschach test) in the pattern, or will result in a pattern similar to a pattern on old-fashioned tapestry.
如果启用了“无缝”选项,则可以镜像贴片以防止可见的接缝。然而,这有时会导致图案中的蝴蝶效果(类似于墨迹/罗夏测验) ,或者会导致与旧式挂毯上的图案类似的图案。
使用 UVW 进行碰撞
Tip: 提示:Prior to Cinema 4D R8.2, the bump was always projected using spherical mapping — even if UVW mapping was defined. Since R8.2, UVW mapping has been used instead provided the Material tag has UVW Mapping selected. This can lead to problems — see the following picture.
在 Cinema 4D R8.2之前,凹凸总是使用球面映射投影---- 即使 UVW 映射是定义的。自 R8.2以来,只要 Material 标记选择 UVW Mapping,就可以使用 UVW 映射。这可能会导致问题ー请看下面的图片。
Artifacts may appear in certain areas in the border area between two neighboring UV polygons, especially when using the Noise shader with a high Delta value. This is caused by the discrepancy between the coordinate systems of the object polygon and the mapped UV polygon. This is a general problem and can only be resolved by increasing the geometry’s resolution.
人工制品可能出现在两个相邻的紫外线多边形之间的边界区域,特别是当使用高 Delta 值的噪声着色器时。这是由于物体多边形的坐标系统和映射的紫外线多边形之间的差异造成的。这是一个普遍的问题,只能通过增加几何分辨率来解决。
Alternatively, you can use the old variation that was used automatically before version 8.2. However, keep in mind that this will lead to artifacts at the poles and in addition does not support the realignment of UVWs (especially optimal mapping).
或者,您也可以使用在8.2版本之前自动使用的旧的变体。然而,请记住,这将导致在两极的人工制品,此外不支持重新调整紫外线显示器(特别是最佳的映射)。
在瓶子上贴标签
Done. The texture probably covers the entire object, but now you can scale it down.
纹理可能覆盖整个对象,但是现在你可以缩小它。
Select the Scale tool, then select the Texture Axis tool. You can drag to reduce the scale of the texture. Next, select the Move tool and place the texture in the desired position on the object’s surface.
选择缩放工具,然后选择纹理轴工具。你可以通过拖动来缩小纹理的规模。接下来,选择移动工具并将纹理放置在物体表面的所需位置。
The texture is often slightly out of proportion after scaling. Select the Material tag and, in the Attribute Manager, set the Length values as desired. Since the length cannot exceed 100%, you may need to divide both values.
缩放后的纹理常常有点不成比例。选择 Material 标记,并在 Attribute Manager 中设置所需的 Length 值。由于长度不能超过100% ,您可能需要将两个值除以。
For example, if your texture is 800 x 600 pixels, you might set the lengths as follows:
例如,如果你的纹理是800x600像素,你可以设置如下的长度:
Length X 长度 x | Length Y 长度 y | Conversion Factor 换算系数 |
80 | 60 | / 10 /10 |
8 | 6 | / 100 /100 |
32 | 24 | / 100 x 4 /100 x 4 |
etc.
等等。
纹理分层
Cinema 4D lets you use as many materials and Material tags on an object as you like. Think of a suitcase with travel stickers — there is a base material (i.e. the leather of the suitcase) and many materials on top (i.e. the stickers).
C4D可以让你随心所欲地在一个物体上使用任意多的材质和材质标签。想想一个带有旅行标签的行李箱ー有一种基本材质(即行李箱的皮革)和许多顶部材质(即标签)。
Naturally, you will not be able to see the suitcase leather under the stickers. Also, suppose some of the stickers overlap. A sticker will, naturally, cover any stickers that it is on top of. To see one of the stickers underneath such a sticker, you would have to peel off the top stickers. Or scratch holes in them!
当然,你不会看到贴纸下面的行李箱皮革。此外,假设一些贴纸重叠。一个贴纸自然会覆盖它所在的任何贴纸。要看到这样一个贴纸下面的一个贴纸,你必须剥离顶部的贴纸。或者在上面划个洞!
This analogy can be related closely to Cinema 4D’s behavior. Your object has a base material. You have additional materials on top of the base material. In order to see the base material, the overlying materials must be scaled down and not tiled. You can do this by scaling down the texture geometry and at the same time disabling the Tile option. If two materials overlap and you want to see the bottom one, you must make a hole in the top one. You can do this using the alpha channel or clip mapping.
这种类比与C4D的行为密切相关。你的对象有一个基础材质。你有额外的材质上面的基础材质。为了看到的基础材质,覆盖材质必须缩小和不瓷砖。您可以通过缩小纹理几何图形并同时禁用 Tile 选项来实现这一点。如果两个材质重叠,你想看到底部的一个,你必须在顶部的一个洞。您可以使用 alpha 通道或剪辑映射来完成此操作。
So how does Cinema 4D know which layer a material is on?
那么 Cinema 4D 是如何知道材质在哪一层的呢?
When you apply several materials, each new material is placed on top of the previous one. Thus the order of the Material tags in the Object Manager defines the order of the layers — the right-most Material tag in the Object Manager is the top layer, the left-most is the bottom layer. You can change the layering order simply by swapping the positions of the Material tags using drag & drop.
当你使用多种材质时,每一种新材质都要放在前一种材质的上面。因此,Object Manager 中 Material 标记的顺序定义了各层的顺序ー Object Manager 中最右边的 Material 标记是顶层,最左边的是底层。您可以通过使用拖放交换 Material 标记的位置来简单地改变分层顺序。
Tip: 提示:For the example above, the material T1 was defined as a wall material, T2 as the poster material, which was not tiled but scaled down, and T3 for the graffiti, which was masked out using an Alpha channel.
在上面的例子中,材质 T1被定义为墙体材质,T2作为海报材质,它不是平铺的,而是缩小了,而 T3作为涂鸦,用一个阿尔法通道来掩盖。
T1-T2-T3 are layered on top of each other from bottom to top.
T1-T2-T3层层叠叠,从下到上。
Because the top-most material, T3, is masked using an Alpha channel, the underlying materials T2 and T1 are visible. And because the texture geometry of T2 was scaled down and tiling was disabled (very important!) so it does not cover the entire object surface, part of T1 is visible.
因为最上面的材质 T3是用 Alpha 通道掩盖的,所以底层的材质 T2和 T1是可见的。因为 T2的纹理几何体缩小了,瓷砖被禁用了(非常重要!)所以它不会覆盖整个物体表面,T1的一部分是可见的。
添加材质
The brick material was made using a color channel and a bump channel. The bump channel creates the illusion that the bricks have joints. Now we want to add a second bump map to the wall without changing the texture itself. How can this be done?
砖材质是使用一个颜色通道和凹凸通道。凹凸通道创造了砖有关节的错觉。现在我们要添加第二个凹凸贴图到墙上,而不改变纹理本身。怎样才能做到这一点?
The powerful Material tag option that makes this possible is called Mix Textures and can be found on the tag page in the Attribute Manager, for a selected Material tag. By added, we mean that the material properties are added together, hence the term additive materials.
强大的材质标记选项,使这成为可能,被称为混合纹理,可以在属性管理器的标记页面上找到选定的材质标记。添加,我们的意思是,材质的性能是加在一起,因此术语添加剂材质。
For example, let’s add two textures that are different colors: Red and green; the sum of the colors RGB 100,0,0 (red) and 0,100,0 (green) is 100,100,0 (yellow). If the green color has a brightness of 50%, then only 50% of the color is added. The result in this case would be 100,50,0 (orange).
例如,让我们添加两个不同颜色的纹理: 红色和绿色; RGB 100、0、0(红色)和0、100、0(绿色)的颜色之和是100、100、0(黄色)。如果绿色的亮度为50% ,则只添加50% 的颜色。在这种情况下,结果是100,50,0(橙色)。
However, the result cannot exceed the maximum color values. Adding 100,0,0 to 100,100,0 does not produce 200,100,0, but 100,100,0.
然而,结果不能超过最大颜色值,添加100,0,0到100,100,0不会产生200,100,0,而是100,100,0。
Some channels cannot be mixed meaningfully. For example, mixing two materials each with a refractive index of 1 would result in a material with a refractive index of 2, which is probably not what you intended. In such cases, the value of the additive (right-most) material is used (provided that the channel is active).
有些渠道不能有意义地混合。例如,将两种材质各混合一个折射率为1,就会得到一种折射率为2的材质,这可能不是你想要的。在这种情况下,使用添加剂(最右边)材质的值(只要通道是活动的)。
Tip: 提示:Returning to the wall example.
回到墙上的例子。
In the image above you can see the result of additively mixing the relief material T2 with the wall relief material T1.
在上面的图像中,你可以看到把救济材质 T2和墙壁救济材质 T1相加混合的结果。
In the above, you have just learned how to apply and mix multiple materials for a single surface.
在上面,你已经学会了如何为一个表面应用和混合多种材质。
Now we want to combine both methods, i.e., several materials will be used on an object, of which several will be added to others.
现在我们要结合这两种方法,也就是说,一个对象将使用几种材质,其中几种将添加到其他对象上。
For our graffiti example, five materials were used. In order of importance from left (T1) to right (T5), whereby T1 (wall), T2 (poster) and T4 (graffiti) are normal materials. T3 (50% relief of T1) and T5 (100% relief of T1) are additive and T4 has an additional Alpha channel.
以涂鸦为例,我们使用了五种材质。从左(T1)到右(T5) ,T1(墙) ,T2(海报)和 T4(涂鸦)是正常的材质。T3(T1的50% 浮雕)和 T5(T1的100% 浮雕)是添加剂,T4有一个额外的阿尔法通道。
We will unravel the mystery as viewed in the Object Manager from left to right:
我们将从左到右解开 Object Manager 中看到的谜团:
First, T2 is calculated additively with T3, whereby T2 is given an additional relief structure. Because T2 is not tiled, T1 is visible. T4 is calculated additively with T5, whereby T4 is also given an additional relief structure. Since T4 is masked using and Alpha channel, T1 and T2 are visible beneath it.
首先,T2与 T3相加计算,即 T2被赋予一个额外的地形结构。因为 T2没有平铺,所以 T1是可见的。T4与 T5相加计算,因此 T4也被赋予了一个额外的减免结构。由于 T4被屏蔽使用和 Alpha 通道,T1和 T2在它的下方可见。